Hash :
81ae58ac
Author :
Date :
2013-02-28T23:20:51
Image11 now generates multiple mip levels in its staging texture if a lod offset is required. TextureStorage11::updateSubresourceLevel now takes a subresource index on the source texture and copies to the correct subresource if mLodOffset is non-zero. TRAC #13332 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1972 736b8ea6-26fd-11df-bfd4-992fa37f6226
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#include "precompiled.h"
//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
#include "libGLESv2/renderer/TextureStorage11.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/RenderTarget11.h"
#include "libGLESv2/renderer/SwapChain11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/utilities.h"
#include "libGLESv2/main.h"
namespace rx
{
TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
: mBindFlags(bindFlags),
mLodOffset(0),
mMipLevels(0),
mTexture(NULL),
mTextureFormat(DXGI_FORMAT_UNKNOWN),
mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
mSRV(NULL),
mTextureWidth(0),
mTextureHeight(0)
{
mRenderer = Renderer11::makeRenderer11(renderer);
}
TextureStorage11::~TextureStorage11()
{
}
TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
return static_cast<TextureStorage11*>(storage);
}
DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
{
UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
if (d3d11::IsDepthStencilFormat(format))
{
bindFlags |= D3D11_BIND_DEPTH_STENCIL;
}
else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
}
return bindFlags;
}
bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
{
switch(format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_A8_UNORM:
case DXGI_FORMAT_R32G32B32A32_FLOAT:
case DXGI_FORMAT_R32G32B32_FLOAT:
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_R8_UNORM:
case DXGI_FORMAT_R8G8_UNORM:
case DXGI_FORMAT_R16_FLOAT:
case DXGI_FORMAT_R16G16_FLOAT:
return true;
case DXGI_FORMAT_BC1_UNORM:
case DXGI_FORMAT_BC2_UNORM:
case DXGI_FORMAT_BC3_UNORM:
return false;
default:
UNREACHABLE();
return false;
}
}
UINT TextureStorage11::getBindFlags() const
{
return mBindFlags;
}
ID3D11Texture2D *TextureStorage11::getBaseTexture() const
{
return mTexture;
}
int TextureStorage11::getLodOffset() const
{
return mLodOffset;
}
bool TextureStorage11::isRenderTarget() const
{
return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
}
bool TextureStorage11::isManaged() const
{
return false;
}
int TextureStorage11::levelCount()
{
int levels = 0;
if (getBaseTexture())
{
levels = mMipLevels - getLodOffset();
}
return levels;
}
UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex)
{
UINT index = 0;
if (getBaseTexture())
{
index = D3D11CalcSubresource(level, faceIndex, mMipLevels);
}
return index;
}
bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource,
int level, int face, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height)
{
if (srcTexture)
{
// Round up the width and height to the nearest multiple of dimension alignment
unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
D3D11_BOX srcBox;
srcBox.left = xoffset;
srcBox.top = yoffset;
srcBox.right = xoffset + width;
srcBox.bottom = yoffset + height;
srcBox.front = 0;
srcBox.back = 1;
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
ASSERT(getBaseTexture());
context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face),
xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox);
return true;
}
return false;
}
void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
{
if (source && dest)
{
ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
if (sourceSRV && destRTV)
{
gl::Rectangle sourceArea;
sourceArea.x = 0;
sourceArea.y = 0;
sourceArea.width = source->getWidth();
sourceArea.height = source->getHeight();
gl::Rectangle destArea;
destArea.x = 0;
destArea.y = 0;
destArea.width = dest->getWidth();
destArea.height = dest->getHeight();
mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
destRTV, destArea, dest->getWidth(), dest->getHeight(),
GL_RGBA);
}
if (sourceSRV)
{
sourceSRV->Release();
}
if (destRTV)
{
destRTV->Release();
}
}
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
: TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
{
mTexture = swapchain->getOffscreenTexture();
mSRV = swapchain->getRenderTargetShaderResource();
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mRenderTarget[i] = NULL;
}
D3D11_TEXTURE2D_DESC texDesc;
mTexture->GetDesc(&texDesc);
mMipLevels = texDesc.MipLevels;
mTextureFormat = texDesc.Format;
mTextureWidth = texDesc.Width;
mTextureHeight = texDesc.Height;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
mSRV->GetDesc(&srvDesc);
mShaderResourceFormat = srvDesc.Format;
ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
offscreenRTV->GetDesc(&rtvDesc);
mRenderTargetFormat = rtvDesc.Format;
offscreenRTV->Release();
mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
}
TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
mRenderTarget[i] = NULL;
}
DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
if (d3d11::IsDepthStencilFormat(convertedFormat))
{
mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
mDepthStencilFormat = convertedFormat;
mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
}
else
{
mTextureFormat = convertedFormat;
mShaderResourceFormat = convertedFormat;
mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
mRenderTargetFormat = convertedFormat;
}
// if the width or height is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (width > 0 && height > 0)
{
// adjust size if needed for compressed textures
gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = width; // Compressed texture size constraints?
desc.Height = height;
desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
desc.ArraySize = 1;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
gl::error(GL_OUT_OF_MEMORY);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
gl::error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
}
}
}
TextureStorage11_2D::~TextureStorage11_2D()
{
if (mTexture)
{
mTexture->Release();
mTexture = NULL;
}
if (mSRV)
{
mSRV->Release();
mSRV = NULL;
}
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
delete mRenderTarget[i];
mRenderTarget[i] = NULL;
}
}
TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
return static_cast<TextureStorage11_2D*>(storage);
}
RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
{
if (level >= 0 && level < static_cast<int>(mMipLevels))
{
if (!mRenderTarget[level])
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = level;
srvDesc.Texture2D.MipLevels = 1;
ID3D11ShaderResourceView *srv;
result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = level;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
srv->Release();
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
// RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
// also needs to keep a reference to the texture.
mTexture->AddRef();
mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
std::max(mTextureWidth >> level, 1U),
std::max(mTextureHeight >> level, 1U));
}
else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mDepthStencilFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Texture2D.MipSlice = level;
dsvDesc.Flags = 0;
ID3D11DepthStencilView *dsv;
result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
if (result == E_OUTOFMEMORY)
{
srv->Release();
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
// RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
// also needs to keep a reference to the texture.
mTexture->AddRef();
mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
std::max(mTextureWidth >> level, 1U),
std::max(mTextureHeight >> level, 1U));
}
else
{
UNREACHABLE();
}
}
return mRenderTarget[level];
}
else
{
return NULL;
}
}
ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
{
if (!mSRV)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
srvDesc.Texture2D.MostDetailedMip = 0;
HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSRV;
}
void TextureStorage11_2D::generateMipmap(int level)
{
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
generateMipmapLayer(source, dest);
}
TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
: TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
{
for (unsigned int i = 0; i < 6; i++)
{
for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
{
mRenderTarget[i][j] = NULL;
}
}
DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
if (d3d11::IsDepthStencilFormat(convertedFormat))
{
mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
mDepthStencilFormat = convertedFormat;
mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
}
else
{
mTextureFormat = convertedFormat;
mShaderResourceFormat = convertedFormat;
mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
mRenderTargetFormat = convertedFormat;
}
// if the size is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
if (size > 0)
{
// adjust size if needed for compressed textures
int height = size;
gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
desc.Width = size;
desc.Height = size;
desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
desc.ArraySize = 6;
desc.Format = mTextureFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
ERR("Creating image failed.");
gl::error(GL_OUT_OF_MEMORY);
}
else
{
mTexture->GetDesc(&desc);
mMipLevels = desc.MipLevels;
mTextureWidth = desc.Width;
mTextureHeight = desc.Height;
}
}
}
TextureStorage11_Cube::~TextureStorage11_Cube()
{
if (mTexture)
{
mTexture->Release();
mTexture = NULL;
}
if (mSRV)
{
mSRV->Release();
mSRV = NULL;
}
for (unsigned int i = 0; i < 6; i++)
{
for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
{
delete mRenderTarget[i][j];
mRenderTarget[i][j] = NULL;
}
}
}
TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
{
ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
return static_cast<TextureStorage11_Cube*>(storage);
}
RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
{
unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
if (level >= 0 && level < static_cast<int>(mMipLevels))
{
if (!mRenderTarget[faceIdx][level])
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.Texture2DArray.MostDetailedMip = level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
srvDesc.Texture2DArray.ArraySize = 1;
ID3D11ShaderResourceView *srv;
result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
srv->Release();
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
// RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
// also needs to keep a reference to the texture.
mTexture->AddRef();
mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
std::max(mTextureWidth >> level, 1U),
std::max(mTextureHeight >> level, 1U));
}
else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = mRenderTargetFormat;
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Texture2DArray.MipSlice = level;
dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
dsvDesc.Texture2DArray.ArraySize = 1;
ID3D11DepthStencilView *dsv;
result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
if (result == E_OUTOFMEMORY)
{
srv->Release();
return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
}
ASSERT(SUCCEEDED(result));
// RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
// also needs to keep a reference to the texture.
mTexture->AddRef();
mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
std::max(mTextureWidth >> level, 1U),
std::max(mTextureHeight >> level, 1U));
}
else
{
UNREACHABLE();
}
}
return mRenderTarget[faceIdx][level];
}
else
{
return NULL;
}
}
ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
{
if (!mSRV)
{
ID3D11Device *device = mRenderer->getDevice();
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = mShaderResourceFormat;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
srvDesc.TextureCube.MostDetailedMip = 0;
HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
if (result == E_OUTOFMEMORY)
{
return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
}
ASSERT(SUCCEEDED(result));
}
return mSRV;
}
void TextureStorage11_Cube::generateMipmap(int face, int level)
{
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
generateMipmapLayer(source, dest);
}
}